I’m quite in mood for Run ‘n Gun
game today so I review Factor 5’s Mega
Turrican (1994).
Or ‘Mega Ï€rricav’ as the title
suggested. That’s not the only problem with the title screen, the explosion
over there is too small to be considered special dramatic effect. I know from
internet that Turrican series is quite
famous but the only Turrican that I
played is the Universal Soldier™ game
on SNES. You can tell how rebellious i am. But that’s about to change anytime
soon.
As for the story, it’s kind of
generic: the evil force that once destroyed and never
heard again for eons, is now return. Not only the evil machines are back in
business but also they have destroyed dozens planet and enslaved hundreds
people. If only those people aren't swayed so much with peace and have some
countermeasure against anything that evil just in case.
Well, they have one force to
fight the evil force or at least the remaining ones. But their leader Bren
Mcguire only take a drastic action when he receive a distress call from some
anime-ish lady. Although i'm not sure whether people in this universe are drawn
in anime art style. The eyes on the female look appropriate but man, those
chins! They have all the chins in the universe, i tell ya!
Anyway, Bren Mcguire dons the
Turrican [cue the title!] armor and fights the evil machines, and hopefully
rescues the damsel in distress.
And here's Bren shooting at the
robot that looks generic in any horizontal shoot 'em up. The control is simple. D-pad to move or in
case of down direction, to crouch. 'B' button to shoot. 'C' button to jump.
While 'A' button to shoot rope that you can use to navigate platforms and
terrain.
Quite a distance from there, Bren
encounter the first sub-boss: this space caterpillar. It likes to go around in
air or crawl on platforms. You can easily predict his movement through light
memorization but you have to shoot its head to kill it. Moreover, Bren can't
shoot upward or downward no matter how hard i press the up or down button and
it's rather baffling as i'm deprived from extra opportunity to shoot its head
from above while its circling around. But with enough horizontal shooting
(which is a lots), the caterpillar can be destroyed.
Here's the rope mechanism in
action. Most of the stage's part can be attached with said rope but if there's
a part of stage with blue circle panel, that's the only bits that can be
attached with it. With the combination of holding 'A' button and pressing
d-pad, you can adjust the angle of rope shoot. Should you succeed on attaching
the rope, you can use it for basic swing rope or you can pull yourself toward
the rope end. The jump from rope can be finicky but thankfully you can cling to
walls or ledges if you're still attached to the rope.
Please for a while ignore the
robot head attached to this pillar that might be Dr. Wily's reject product or
that Warhammer 40K Astru Militarum's symbol, as i want to explain about the
pickups in this game that you can find if you shoot open this small box. Red
orb will gives you -your usual- vulcan with small spread pattern. Blue orb will
gives you a unique shoot: a piddly shoot along with 2 bouncing plasma ball to
up and down. Green orb gives you big plasma shoot. Heart pickup to refill your
health to fullest. That option from Thunder
Force III will give you extra firepower in form of homing missile besides
your primary weapon. As you can't shoot up or down, this homing missile power
up is almost mandatory.
In this descending elevator
section, i demonstrate the advantage of having the blue orb weapon and homing
sub-weapon. These flying gits come from background and attack me from above and
said power up do me a favor greatly in this occasion as i have mentioned before
that i can't aim up. I can use the limited screen-clearing bomb by pressing 'X'
button (that isn't indicated in control configuration on options, for some damn
reason) but that's way too easy and -as always- i'm stingy with number-limited
weapon. As you can see on corner right bottom that i have 2 bombs left and i
used 1 not in this moment but way before to test whether pressing 'X' button
will activate the bomb or not. And the answer is 'yes, it will'. Heavy_specialweapon09.wav
By jump while crouching, Bren
will turn into a ball like Samus Aran in Metroid. Correction: he's more like
Sonic The Hedgehog as he will immediately rolls forward very fast. It seems the
game wants me to go into that small passage by turning into ball form but it
didn't work. I can practice more but there's time limit to obey so i choose to
move on.
Here's the boss of this stage and
it's more fun to deal with than the sub-boss. This pile of alien meat just
stand still there with occasion to spawn at random on itself: a mouth that can
shoot some bullets and eyes that's its weakpoint. All i need to do is: shoot
the eye and move to platform where's nearest to the eyes, by using rope.
Simple.
Then the game judges me on how
well i found the collectibles and let's be honest i'm pretty bad at doing that.
77 Diamonds missed, i can take it because they're just score items. But 4 Lives
up missed, is unacceptable. Medic_negativevocalization01.wav
Next stage takes place in space
Sea World™. This small robots are equivalent to Koopa Troopa as i can stomp on them
twice (but they sometime shoot red bullets at you), unlike other enemy so far
that lethal to touch. Moreover, you can use them to boost your jump to reach
higher place. Scout_apexofjump01.wav
It seems this space aquarium fail
to meet some safety standard as there's periodic waterfall at certain spot and
you know what? Bren will get damage if he get washed. What kind of combat suit
is this? It doesn't protect you from some trivial potential energy, huh? Engineer_negativevocalization04.wav
Suddenly, lots of leak happen and
Bren just stand still there unable to do anything. This is the end of him.
Luckily, none of the waterfall
hurts Bren and the water stops at half of the screen. Also he can swim as the
combat suit is somehow suitable for that but it can't stand impact of
waterfall. I'm still bothered by it. If swimming too trivial for you, you can
jump between this rubber rafts that remind me of the one in Gunforce. There's also cousin of
spherical serpent from Rocket Knight
Adventure here, so watch out!
Then the stage leads me to this
underwater section where we can witness the beauty of water creatures/robots
such as squid with sharp head, clam that shoot metal at you or the graceful
jellyfish with inactive siren lamp on its head. Too bad, they're all hostile.
The boss is this giant octopus
who does nothing but swimming around while moving its 4 tentacle and can't
shoot any projectile. Through (another) mild memorization, you can avoid it and
its tentacle pretty easy. But avoiding alone surely can't secure your victory.
You have to shoot its weakpoint: its eye. In this case, the blue orb weapon do
me a good favor as i can shoot its eye while swimming over it. After taking
lots of damage, its head part reveal some cybernetic part like Terminator and
you have to shoot its eye some more. This battle takes forever but fortunately
the timer is stop during sub-boss/boss fight.
I though Bren McGuire is the only
one who participate in this battle, but it seems his comrades help him by
piloting these ship so they provide some transportation.
It seems i'm transported to some
city in the bleak future where Skynet ruins the world. Instead of sending horde
of terminators, they decide to send this T-8190F15T to fight me. I have to
point out that some sub-boss/boss doesn't have distinct effect of getting
successful hit just like here. Wherever i hit this big thing, collision effect
of my shoot is the same with the one where it land on part of stage. Turn out,
this giant hand is really damage sponge and you can just hit it anywhere you
like.
Then they send this T-FL13R as
they can be bothered to send HK-Aerial. Those lazy scraps. As for previous
sub-boss, you can hit him anywhere of his part. Also, you have to mind those
bullets it send at your head.
After some walking and jumping, i
encounter T-64R8463 here that can only hopping around like happy rabbit that
finds the love of its live. This one you have to shoot it on the head. It's
small but quite viable target.
Next sub-boss is this T-DR3D63R.
They decide to send this abomination instead of HK-Tanks because they're all
sends to attack John Connor and Co. Anyway, this sub-boss also has the weakness
on its head not that clamshell like part. It's the one with red small red
screen under flamethrower cannon. You think it will be lots easier to defeat
the boss with the homing sub-weapon but in actual it's not. The homing missiles
can't hit the weakpoint properly and flying around it instead. To make the
battle harder, the sub-boss shoots highly damaging flame spray and that
clamshell also packs a punch! I can dodge the clamshell by turning myself into
a ball but i realize that there's limit of this ball morph, indicated by thin
white line below energy (health) bar. They shouldn't adopt Samus Aran's
morphing ability half-heartily. -_-
After another fight with T-FL13R,
i encounter the boss which is...this crane? How disappointing. The crane lifts
some junk around here and try to drop it to my head and that's it. Not even the
conveyor belt below can't help the boss fight me. Next stage, please!
Oh, i see! Those aren't totally
an alien egg and facehugger from Alien™.
[Alien-Queen size Sarcasm]
Here, i'm forced to use the rope
in tedious way although the idea is simple: shoot the rope, jump to the spot
where the rope attached, cling to it, then jump on top of the platform where
the rope was on. It will be lot easier if you can jump and shoot the rope at
the same time but sadly you can't. I never meet this tedious platforming in Bionic Commando (Arcade). Just saying.
That thing on right doesn't look
like Xenomorph alien at all [Alien-Queen size Sarcasm, again].
This flying one is entirely
different than H.R. Giger's aliens unless if you compare it with aliens in Aliens Armageddon (Arcade) but according
to my memory (of playing it) they're not similar to this flying sod. You
probably know what i will say about enemy that attack above me? Yep. The blue
orb weapon is useful.
Then the stage takes place on moving
train which reminds me of that one stage in Vice Project Doom. This level is fine until some of the car spew fireballs while
i'm jumping to it. Not fun!
Next i have to move forward via
these creepy catcher pouch poles. They will either bite your mail bag properly
or devour your whole hand. Fantastic, isn't? Anyway, my rabid shooting here is
entirely useless as there's no flying enemy that will perform "Ninja Gaiden"
trick on me but better safe than sorry.
The boss's design is
disappointing: it just some creepy head that surrounded by space meatballs and
there's not a single hint of the Aliens™
"adaptation". What a boring design. Shoot the meatballs then shoot the
head, you know the drill.
Next stage is another maze filled
with sinew and flesh with H.R. Giger's style. But there's new enemy: these
fleshy helmet that can spit some alien mud at you.
The boss of this stage is
definitely Alien Queen but her body is off screen. Maybe she wears some
Victorian lingerie there and she's too shy to show it to players. Anyway she
can either spit mud or alien rock that rolling around her tail. Her weakpoint
is her head or maybe her mouth when it's open.
On final stage, they're back with
evil machines and robots instead of Alien™
rip-off. The new enemy here is fat robot that can fly and shoot flames below. Scout_dominationhvy01.wav
On the other hand, the sub-boss
here is simple yet interesting. These 2 turrets will spin around the circle
rail and stop occasionally to shoot me at the center. Maybe it's lot safer if i
fight them outside their rail but their shoot is pretty easy to dodge.
Oh, look! It's the father of those
beaked robots. It's angry that i shoot or stomp dozen of its kids and that's
understandable. This sub-boss battle is the only one with auto-scrolling screen
so if you feel lazy to move you can just stand still at one of the corner.
I thought its weakpoint is in the
head, indicated by cracked bits. But turns out, it's the red sensor on top. To
get here, you have to jump from his backside but you have to be careful about
the flame jet that come out from its backside in some occasion. I know the
weakpoint from previous try where i spam the bombs and deliberately sacrifice
my lives as it's flashing when it gets hit by the bomb. So there's another use
for the screen-clearing bomb: scanning for sub-boss/boss weakpoint. Speaking of
the bomb, i don't see any pick up that will increase the stock of it. So the
only way to get more bomb is: to kill yourself.
After another rough platforming
section, i encount T-5HY. Seriously, he's so shy and refuse to fight me without
being behind this hangar door. Maybe he's in the middle of some embarrassing
cosplay. Anyway, once every 2 occasion of him closing the door debris will fall
but you can see them above before falling so you can predict them. He can also
shoot barrage of spotlights from his nose therefore you have to jump to the
series of platform on the door but not too fast as his attack here has strong
tracking capability. There's also occasion where, he readies his another hand
to slap from left or right corner. His weakpoint is his eyes. He's the most
interesting sub-boss in my opinion.
The final boss is Galactus's
cousin that command evil machines including terminators (and the "Aliens" happen to tag along with them).
He has 2 attacks: 2 lasers that occasionally tracking you within some travel
length and 2 orbs that are fast and strongly homing at you. The latter attack
is annoying as it's nigh-impossible to dodge. Maybe if i turn into ball and
rolling around, i can avoid it but i rather throw my lives instead because i
have collected a dozen of them and it's kind of wasteful if i don't use them.
Besides this is the final boss, there's no need for extra lives in future. But
you can also accuse me as lazy sod.
Unsurprisingly the final boss has
2nd form but unexpectedly much easier than previous phase. He teleports to 3
locations: left platform, right platform, or at the center of stage. Typical
platformer boss's routine, i say. He either shoot homing green goops or
explosive balls. They're quite predictable to dodge.
With the not-Galactus destroyed, the
universe is saved from the evil forces but not forever. What a cliché. To my
surprise, the lady survives this whole time and got name! Soldier_sf13_magic_reac01.wav
Someday, maybe i write a letter
to them on why do they draw that inhuman chin on the protagonists. It still
bothering me.
Factor 5’s Mega Turrican (1994) is run 'n gun game made by European so you
expect it as janky game or people like to call the term "Eurojank"
and i can't deny that. It's proven by the score items that in my opinion is
quite unnecessary for run 'n gun genre. You don't see score items in any Contra, do you? But unlike the famous
Konami's game, you have health bar system instead of one-hit dead although the
post-hit invincibility is kind of short and the health bar depletes quite fast
especially if your face got sucked by the facehugger. Speaking of health, the
enemies absorb way too many damage even the tiny-itty-bitty facehugger and that
doesn't feel right. There's a way to power up your weapon by picking the weapon
orb twice but that still not powerful enough. Also there's my complaint about
the lack of visual effect when some sub-boss get damaged. The rope mechanism is
finicky but very useful if you get used to work on it. At least, it's better
than Worms' ninja rope. The music is
not so catchy and fit more to RPG rather than action shooter game like this.
There's no password but you got 3 continues on reserve and you can accumulate
lives fairly easy if you search the stage carefully. The timer tick down pretty
slow to facilitate you to do that. Besides the absence of extra bomb pickup, i
think the game also need ball morph refill item.